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[gd_resource type="Shader" format=3 uid="uid://der346ayua0mt"]
[resource]
code = "// NOTE: Shader automatically converted from Godot Engine 4.2.1.stable.mono's StandardMaterial3D.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_disabled,diffuse_burley,specular_schlick_ggx,depth_prepass_alpha;
uniform vec4 albedo : source_color;
uniform sampler2D texture_albedo : source_color,filter_linear_mipmap,repeat_enable;
uniform float point_size : hint_range(0,128);
uniform float roughness : hint_range(0,1);
uniform sampler2D texture_metallic : hint_default_white,filter_linear_mipmap,repeat_enable;
uniform vec4 metallic_texture_channel;
uniform sampler2D texture_roughness : hint_roughness_r,filter_linear_mipmap,repeat_enable;
uniform float specular;
uniform float metallic;
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
uniform float sway_frequency : hint_range(0,1) = 1.0;
uniform float sway_scale : hint_range(0,1) = 0.1;
vec3 sway(vec3 vertex, float frequency, float magnitude) {
return vec3(
vertex.x + vertex.y * sin(frequency * TIME) * magnitude,
vertex.y,
vertex.z + vertex.y * cos(frequency * TIME) * magnitude
);
}
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
VERTEX = sway(VERTEX, sway_frequency, sway_scale);
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo,base_uv);
ALBEDO = albedo.rgb * albedo_tex.rgb;
float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);
METALLIC = metallic_tex * metallic;
vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);
float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);
ROUGHNESS = roughness_tex * roughness;
SPECULAR = specular;
ALPHA *= albedo.a * albedo_tex.a;
}
"